Alphachris said:
4) I sometimes have the feeling that people exaggerate the intensity. I never felt Resident Evil THAT chilling or horrific. Ok, there are sometimes Events where you are surprised. Like the scene where the dogs jumps thorugh the window. But that is a simple effect when there is silence and then suddenly there is a noise. But thats not a very lasting effect. I remember 2 Years ago when I replayed the first three Resident Evil games and my wife was watching. I told her that she migth be scared because she do not like horror movies. But to my astonishment she started laughing when she heard the first zombies screaming... she wasn't scared at all during the 3 games. The "thrill" of the game relied on ammo shortage, but as soon as you got used to not killing everything in the game you realized, that you could run from most enemies without troubles. It was similar to Demon's Souls. I heard so many gamer that they were literally sweating when they walked around the next corner because they feared a trap or a lurking enemy... I even got the Platinum Trophy in that Game but i never felt that kind of thrill. Ok, sometimes I died, but you could always got a second chance to get your souls back. The same thing goes for the riddles. Resident Evils riddles never were that hard. Silent Hill had tougher riddles back then. |
As you played them 2 years ago the effect wouldn't have been the same. You need to put certain games into the context of the time they came out. When the original Resident Evil came out it was one of the few genuinely scary games and came out at a time when cinematic games were just taking off (lets face it, that voice acting wouldn't wash now, I assume that's why your wife was laughing, lol). The sequels didn't capture the magic in the same way as the original, but they kept much of the atmosphere and I remember getting freaked by Nemesis constantly chasing me with that blasted rocket launcher.
Anyway, my point is that much of what made the games great has to be placed into the context of their time. The new games are failing replicate that effect when put into the context of the modern age and genre.








